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Clan Technology - A Design Perspective - Feedback


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#1521 Taemien

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Posted 27 December 2013 - 10:14 AM

View PostGODzillaGSPB, on 27 December 2013 - 09:28 AM, said:


I played ALL the MechWarrior titles starting with MW2 (only for a short time as a kid though). Just not the mods...you do understand the difference between a retail pc game and a modification, yes?


You might want to elaborate your point there.

I don't see the difference between an overhaul mod and a game other than how it is obtained and the fact that MWLL didn't have single player and MW2-4 did.

Quote

PS: Reading through the last couple posts...

You're right, without CW the system PGI is currently building totally makes sense. I've never thought about it, but now I'm even more worried. The balance makes sense for a setpiece-game without CW, so that there is no real backstory ("invasion") and stuff.

Is this a sign that they actually wont do it? Time will tell, but at least it's a hint towards things (not) to come.


Depends on what you think CW will actually be. And we're not entirely sure what it will be. But I can at least tell you what it won't be.

It won't be a MPBT3025 type system where you go to individual planets.

It won't be a Planetary League system of logistics with jumpships and the like.

What we do know is it will be based on 'fronts'. Basically you choose to be in Faction, Merc Corp, or Lonewolf. If you choose faction or lonewolf, you play like you do now. You hit launch and play a 12v12. If you're a lonewolf, nothing special (nothing announced yet anyway). If you're in a faction you launch with same faction peeps and allies against enemies of the faction. If you win, you aid your front, which gives bonuses of some sort (extra cbills, ect, they haven't elaborated). If you're in a merc corp, you play with a faction your merc corp is associated with and get the same stuff. In addition you can challenge other merc corps for more specific territories.

Thats pretty much CW in a nutshell... as of right now with the info they've given. As far as we know, Clan might not be a playable faction. The 'Invasion' is just a few more toys to tinker around with in the mechlab and field.

But what we do know is we'll be dropping in set battlefields... in 12v12 matches. That's probably not going to change.

#1522 Lightfoot

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Posted 27 December 2013 - 10:41 AM

View PostVanillaG, on 27 December 2013 - 08:34 AM, said:

From a lore prespective, the omnimechs strengths were in configuring and repairing between battles. Repairs and modifications that took IS crews days to complete could be done in hours with Omnimechs. Being able to regenerate their mechs faster than the IS allowed them to keep up the presssure with fewer mechs. As others have said in this thread, since MWO is really just a bunch of set piece battles with no concerns for logistics, you can't use lore as a reason for certain mechanics.

As it stands right now with what they are proposing, IS mechs will have the advantage of more mobility with fixed hard points and Clan mechs will have the advantage of more firepower with fixed mobility.


No, Clan mechs will have type fixed hardpoints with what they are proposing. They will also be fixed to a location, like you won't be able to place an Arm omni-pod in a Side Torso so PGI will control the size of the weapon to be fitted with both Omni-pod location and fixed location of FF and Endo criticals. To change a weapon type, you would need an Omni-pod with the fixed hardpoint type already in it. That is no better than Inner Sphere mechs where you just buy the variant or chassis that has the hardpoints you want, except the Inner Sphere mech is completely modifiable and the Clan mech is locked.

Now I can understand why PGI wants weapon-typed hardpoints in Clan mechs, because then they can sell that Mad Dog with the right arm laser slot, etc., but the result will be that Clan Mechs have fewer modification options than Inner Sphere mechs where Machine-Gun hardpoints suddenly sprout 2xAC20's, so the idea of also giving Clan mechs fixed armor and engines is very unbalanced. There is no reason for it and it's never been done in previous MechWarrior games. PGI says this fits the lore, but you are right that so much of MWO ignores the lore that this part should be dropped purely for competitive balance. Unless Inner Sphere mechs are getting sized hardpoints too, which may happen.

#1523 ECDMuppet

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Posted 27 December 2013 - 10:55 AM

Best way to balance is to make clan stars 4 mechs, and make IS lances 5 mechs. As you're filling up the games, segregate IS and clan mechs, not by team, but by lance/star. Easy Peasey.

#1524 Russhuster

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Posted 27 December 2013 - 11:14 AM

first thanks to the quick reaktion of the staff team about the request for individually pickable mech in the clan sale, "Clan a la carte"
but there is need for a overworked statement what clan mechs will be able to and what not
what clan weapons can do and what not for now with 50% rumours there is little chance somebody will spend money on just a maybe.

comming up with a developed clan system what numbers Clanners fight versus what numbers of spherers
and after brought up the warfare, would have done the better job there imho.

i can understand the wish of the dev and staff to present the new mech designs, i like the Timberwolf design very much.
But i have the feeling this wish to please the customer may have brought this announcement a bit to early

with regards

R

Edited by Russhuster, 27 December 2013 - 11:16 AM.


#1525 VanillaG

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Posted 27 December 2013 - 11:20 AM

View PostLightfoot, on 27 December 2013 - 10:41 AM, said:


No, Clan mechs will have type fixed hardpoints with what they are proposing. They will also be fixed to a location, like you won't be able to place an Arm omni-pod in a Side Torso so PGI will control the size of the weapon to be fitted with both Omni-pod location and fixed location of FF and Endo criticals. To change a weapon type, you would need an Omni-pod with the fixed hardpoint type already in it. That is no better than Inner Sphere mechs where you just buy the variant or chassis that has the hardpoints you want, except the Inner Sphere mech is completely modifiable and the Clan mech is locked.

Now I can understand why PGI wants weapon-typed hardpoints in Clan mechs, because then they can sell that Mad Dog with the right arm laser slot, etc., but the result will be that Clan Mechs have fewer modification options than Inner Sphere mechs where Machine-Gun hardpoints suddenly sprout 2xAC20's, so the idea of also giving Clan mechs fixed armor and engines is very unbalanced. There is no reason for it and it's never been done in previous MechWarrior games. PGI says this fits the lore, but you are right that so much of MWO ignores the lore that this part should be dropped purely for competitive balance. Unless Inner Sphere mechs are getting sized hardpoints too, which may happen.

While they are less modifiable in respect to tonnage/crit space they are also more durable. Clan XL engines require 2 torso sections to be killed so if you spread the hardpoints out you still stay in the fight. Also, every clan mech can mount CASE for free (no tons/crits) so you can put ammo in places that you normally wouldn't so they can stay in the fight longer. When you take into account the upcoming tonnage limitations, the light Clan mechs can mount the same amount of firepower as a Medium with about the same speed. The Clans are biased towards carrying more firepower than you normally see in MWO and they will be forced to because of the fixed internals.

The only thing I would like to see changed is being able to change the amount/location of armor. Other than that, I am fine with how they are going about introducing the mechs. It makes them different without being overpowered which means all the IS mechs I have in the my hanger are not going to be obsolete when the Clans arrive.

#1526 GODzillaGSPB

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Posted 27 December 2013 - 11:22 AM

View PostTaemien, on 27 December 2013 - 10:14 AM, said:


You might want to elaborate your point there.

I don't see the difference between an overhaul mod and a game other than how it is obtained and the fact that MWLL didn't have single player and MW2-4 did.


Mods are mods and games are games. If I remember correctly it started as a Crysis mod and I did not own this game and was not willing to buy it in order to play the mod. I played the official games and cared about the franchise in terms of books, licenced games and so on.

Well, it doesn't really matter. What made me answer in the first place was my amazement as to call all those who said they care about the franchise yet haven't played MWLL "liars", which I find a bit "harsh" to say it nicely...

#1527 Kaleb Ravenborn

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Posted 27 December 2013 - 01:32 PM

Can't we just let clan tech be clan tech? There is a reason why the Inner Sphere got their *** handed to them during the invasion.

#1528 Gladewolf

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Posted 27 December 2013 - 01:52 PM

View PostTaemien, on 27 December 2013 - 10:14 AM, said:

Depends on what you think CW will actually be. And we're not entirely sure what it will be. But I can at least tell you what it won't be.
It won't be a MPBT3025 type system where you go to individual planets.
It won't be a Planetary League system of logistics with jumpships and the like.
What we do know is it will be based on 'fronts'. Basically you choose to be in Faction, Merc Corp, or Lonewolf. If you choose faction or lonewolf, you play like you do now. You hit launch and play a 12v12. If you're a lonewolf, nothing special (nothing announced yet anyway). If you're in a faction you launch with same faction peeps and allies against enemies of the faction. If you win, you aid your front, which gives bonuses of some sort (extra cbills, ect, they haven't elaborated). If you're in a merc corp, you play with a faction your merc corp is associated with and get the same stuff. In addition you can challenge other merc corps for more specific territories.
Thats pretty much CW in a nutshell... as of right now with the info they've given. As far as we know, Clan might not be a playable faction. The 'Invasion' is just a few more toys to tinker around with in the mechlab and field.
But what we do know is we'll be dropping in set battlefields... in 12v12 matches. That's probably not going to change.

I'd LOVE to argue with your logic....but at this point who really CAN say what they'll do? All I know is they said we'd have an invasion....they showed us a star map....and the cost for a single Union Class drop ship was supposed to be the culprit behind the price for forming a merc unit..... I want to say that was evidence of something special, but PGI seems to be having a difficult time with this, whatever the reason.

#1529 Seelenlos

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Posted 27 December 2013 - 03:27 PM

Hi,

a long thread, i didn't read, and lots of goos ideas.

Don't know if anyone mentioned it, but clans had to under offer each other in tonnage as a rule of their laws and they had not always too many Assaults, only on special missions, as i remember the books AND they had to earn ech mech level by killing numbers (wan't that in Phelan Kell roman) and then they had to make matches against each other or so.
Implementing that maybe reduce some problems.

regards

#1530 Aim64C

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Posted 27 December 2013 - 04:04 PM

View PostVanillaG, on 27 December 2013 - 11:20 AM, said:

While they are less modifiable in respect to tonnage/crit space they are also more durable. Clan XL engines require 2 torso sections to be killed so if you spread the hardpoints out you still stay in the fight. Also, every clan mech can mount CASE for free (no tons/crits) so you can put ammo in places that you normally wouldn't so they can stay in the fight longer. When you take into account the upcoming tonnage limitations, the light Clan mechs can mount the same amount of firepower as a Medium with about the same speed. The Clans are biased towards carrying more firepower than you normally see in MWO and they will be forced to because of the fixed internals.

The only thing I would like to see changed is being able to change the amount/location of armor. Other than that, I am fine with how they are going about introducing the mechs. It makes them different without being overpowered which means all the IS mechs I have in the my hanger are not going to be obsolete when the Clans arrive.


The 'problem' is the overall game design. By creating battlemech deathmatch (Solaris) as the only style of play, they have effectively destroyed any possible way to balance the game.

If you turn the focus from "hey, I'm in a mech, here to kill until I die" to "Hey, I'm in a battlefield, I have a few mechs and tanks to make stuff happen" and design the game around that concept - repair and rearm costs become possible, IS mechs preserve much of their charm (particularly if you were to expand IS mechs to allow modules on individual weapon and structural components that reflect the diversity of IS equipment - which was merely lumped into categories for TT purposes - the AC5 chosen by one can be radically different from the AC5 used by another), and Clans can be inserted into the mix with their inherent advantages and disadvantages.

Most of the weapon balance issues work themselves out (even if the weapons are still 'not balanced like they should be' - the diversity of gameplay objectives makes it less palpable). Most of the "Why would I ever -not- run the most expensive designs?" work themselves out. Everything works better.

That said - Clans, as PGI has discussed implementing them - will be far more limited than IS 'mechs. The fixed ES and FF will throw excess critical spaces in your way while Double Heat Sinks get wedged in next to XL engines. It's going to be MechLab Tetris trying to customize things.

Not to mention - you have very little control over your available tonnage. No shifting of engine sizes, no removal of armor... for stock mechs like the TimberWolf - you're looking at something like 24 tons of pod space to play with. The rest is all heat sink and armor. I saw someone quote 30 tons - but when you remove the weapons it carries and their ammo - you come up with something like 24 tons. Seeing as that's pretty much the only thing PGI is going to allow you to remove from a Clan 'Mech - I don't see where the other 6 tons comes from.

Unless I missed a weapon system or two.

View PostGODzillaGSPB, on 27 December 2013 - 11:22 AM, said:


Mods are mods and games are games. If I remember correctly it started as a Crysis mod and I did not own this game and was not willing to buy it in order to play the mod. I played the official games and cared about the franchise in terms of books, licenced games and so on.

Well, it doesn't really matter. What made me answer in the first place was my amazement as to call all those who said they care about the franchise yet haven't played MWLL "liars", which I find a bit "harsh" to say it nicely...


There is a difference between a 'game' and a 'mod' - though the distinction is becoming minor, at this point.

Generally speaking - a game is a licensed and monetized endeavor. Some games develop their own game 'engine' from the ground up - others use stock game engines (Unreal, CryEngine, Real Virtuality, Frostbite, etc) with varying degrees of access to the game's source code files (what is used to build the executable binary file) to tailor the engine's function to the game.

Many games today have very powerful scripting languages that are parsed into the game's RAM image at run-time. Basically - the game is programmed to read a file and expand its programming to follow the instructions in those scripts each time it is launched. This means very few games actually require source code access to the engine - and very versatile games can be built with absolutely no experience using a "programming language." Venturing too far outside of what the game is designed to handle, however, will make for scripts that do not make efficient use of hardware resources (Elder Scrolls modders have become all too familiar with what happens when you have too many and/or too complicated of a script).

Regardless - even if you are building your own game from the ground up - many of the various tools used to create visual assets for games (art, models, etc) have become highly standardized - many of the art resources one game uses can be almost literally added into another game engine with one click of the mouse (all conversions necessary being handled by a set of instructions for the computer). So, unless you are talking about a game that is attempting to pioneer something completely new - they tend to stick to these standards (and most of the new and innovative projects don't have to go against the standards, merely expand upon what has already been done - such as the projects into real-time dynamic IK solvers and real-time raytracing).

The success of projects like DayZ has illustrated that the line between "Mod" and "Game" will blur even further in the future. The tendency of game developers to release not-games that are fundamentally broken, these days, suggests that the market will soon shift to where large developers simply publish game engines and associated revisions while selecting mod projects around them to become licensed monetized endeavors. Studio development will become far more rare and be reserved for only the most precious of game titles.

All of that said, however, I agree that it is not really a practical viewpoint to state that those who love MechWarrior but have not played Living Legends are "liars."

To be quite honest - I never got the mod to work on my computer - and it wasn't much longer that they discontinued the project. Never played the Crysis game I bought to use it.

#1531 Wolfways

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Posted 27 December 2013 - 04:11 PM

View PostVanillaG, on 27 December 2013 - 11:20 AM, said:

While they are less modifiable in respect to tonnage/crit space they are also more durable. Clan XL engines require 2 torso sections to be killed so if you spread the hardpoints out you still stay in the fight. Also, every clan mech can mount CASE for free (no tons/crits) so you can put ammo in places that you normally wouldn't so they can stay in the fight longer. When you take into account the upcoming tonnage limitations, the light Clan mechs can mount the same amount of firepower as a Medium with about the same speed. The Clans are biased towards carrying more firepower than you normally see in MWO and they will be forced to because of the fixed internals.

The only thing I would like to see changed is being able to change the amount/location of armor. Other than that, I am fine with how they are going about introducing the mechs. It makes them different without being overpowered which means all the IS mechs I have in the my hanger are not going to be obsolete when the Clans arrive.

Except Clan mechs won't have the firepower in MWO that they have in the lore/fiction.
Energy weapons are barely viable with the current heat system and adding more heat to Clan tech will only mean having to fire less often or downgrade/remove weapons, just as many players do now with IS mechs.

Speed on the other hand is important, especially for light mechs. Any Clan light mech that moves at around 100kph will be DOA no matter what weapons they can carry.

#1532 Capt Sternn

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Posted 27 December 2013 - 04:41 PM

WOLF!!!!!! we meet again.

#1533 Taemien

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Posted 27 December 2013 - 07:41 PM

View PostWolfways, on 27 December 2013 - 04:11 PM, said:

Speed on the other hand is important, especially for light mechs. Any Clan light mech that moves at around 100kph will be DOA no matter what weapons they can carry.


To many in this community, working as intended.

See.. I made arguments for lights and mediums being viable without needing super fast engines. But no one wanted to get on the ball. Their argument... "anything bigger wins because its bigger."

If this community got everything they wanted we'd have clan mechs that can run 200kph and one shot other mechs. Assaults would be king, but 80% would be forced into non assaults, being fodder for the lucky ones who did get their assaults in game. We'd have heat neutral laser boats firing lasers in every which direction except for the crosshair. Team deathmatch with mini objectives that award cbills and xp, but don't actually help win the match. And of course... everyone would say the game sucks and leave.

#1534 Calon

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Posted 27 December 2013 - 08:15 PM

Why can't clantech be super mega OP. It will mean the clans can make some quick gains on the IS map. Then start releasing upgraded IS tech (say a huge Star league cache was found) or salvaged clantech.

What's wrong with a clantech arms race. That is part of MW to me.

I really liked MW4s hardpoint and customisation system. Omnis just have omni slots. You can't balance clan weapons to be on par with IS. But then make the clans slower than slow.

But there should be chassis limits on IS v Clan battles.

Also reintroduce repair and rearm and make clan ammo for IS impossibly expensive.

And streaks have a turning radius and while they mightn't miss can be evaded and caused to go past 270m and explode.

#1535 Victor Morson

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Posted 27 December 2013 - 09:14 PM

View PostCalon, on 27 December 2013 - 08:15 PM, said:

Why can't clantech be super mega OP. It will mean the clans can make some quick gains on the IS map. Then start releasing upgraded IS tech (say a huge Star league cache was found) or salvaged clantech.


Because they did the dumbest thing possible nobody wanted and gave Clan 'mechs to everyone, rather than Clan specific factions, to mask the current player count.

They didn't stop to consider that if the Clans required less players per side, it wouldn't even be a problem.

#1536 Aim64C

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Posted 27 December 2013 - 09:57 PM

View PostCalon, on 27 December 2013 - 08:15 PM, said:

Why can't clantech be super mega OP. It will mean the clans can make some quick gains on the IS map. Then start releasing upgraded IS tech (say a huge Star league cache was found) or salvaged clantech.

What's wrong with a clantech arms race. That is part of MW to me.

I really liked MW4s hardpoint and customisation system. Omnis just have omni slots. You can't balance clan weapons to be on par with IS. But then make the clans slower than slow.

But there should be chassis limits on IS v Clan battles.

Also reintroduce repair and rearm and make clan ammo for IS impossibly expensive.

And streaks have a turning radius and while they mightn't miss can be evaded and caused to go past 270m and explode.


The problem is multi-fold.

Repair and Rearm doesn't work in this game model.

Why? Because attrition is not an accepted cost but a forced outcome. There is, quite literally, no hope of surviving with your Battlemaster in tact if the enemy gains a 4 mech advantage in the first two minutes. 999:1 you are going to be destroyed.

You cannot regroup with remnants and fight off the lighter pursuers as a group to return to friendly territory. You cannot have your scouts inform you of which teams are operating in the area and which one would be the wiser one to engage first and in superior numbers.

Without a persistent and dynamic -battlefield- experience (as opposed to a solaris arena) - there is no room for repair and rearm, because most of the time 80% of the players are dead at the end of each match (and that is the only way to earn C-bills - to enter into a match where you're 80% likely to die).

Which means match pay-out has to be insanely high to cover repair costs and allow for any kind of forward progression. Most people would spend most of their time running in a trial mech to afford the costs of fixing up their new build. Then they'd pilot it once and have to go grind on a trial mech for four hours to be able to pilot their mech again.

That would be somewhat acceptable if, when you died, it felt a little bit more like a risk you accepted. You decided to wander out of the base - you decided to engage an enemy mech, and he just happened to kill you. But it isn't. To play the game, you have to enter into a game where you are 80% likely to die, and there is very little you can do about it except hope you and your team can collectively kill the enemy faster.

Which is why 80% of the time, you die - because the enemy has to think about killing you without getting damaged.

Streaks are another big issue. All SRMs should be guided. I argue that SRMs should function similar to how "dogfighting" missiles work in aircraft. The radar and seeker head of the missile slew onto the same target, and a tone is emitted into the ear of the pilot proportional to the strength of IR signal and computed Probability of Kill (PK).

Similarly - a targeted mech within the forward firing arc of 45 degrees off bore-sight of the missile tubes (so arm-mounted missiles can get a wider range of effectiveness from torso mounted) will have all of the SRMs within the firing arc begin 'rolling' for a lock. Each missile will roll for a lock every 200 ms (or 0.2 seconds - five times per second) with a probability of locking determined by environment, ECM presence, TAG/NARC bonuses, etc. A missile will stop 'rolling' for a lock once it has obtained a lock or once the target leaves the firing arc (the 'lock' is dumped).

For standard SRMs - all missiles fire; locked or not. Unlocked SRMs might fly in the general direction of the swarm with no corrective navigation - or just take straight off. Either way - missiles that are locked would home in on 'bones' like Streaks currently do.

Streaks, however, would only fire locked missiles, and missiles left in the battery between reloads could be locked and fired onto the same or another target.

Both systems would emit an audible 'growl' and have a visual analog for the strength of the 'growl' (because we can't always play with the sound turned up where we want it) - which would be an analog for what percentage of your total SRM battery is locked onto the target.

LRMs would behave in a similar manner - with Streak LRMs functioning similarly, as well. I would suggest that LRMs should be on a "hold and release" launch mechanic and allow for locking a battery across multiple targets. While the utility of that is relatively low - it would be interesting to see how it works.

#1537 Nighpher

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Posted 28 December 2013 - 01:33 AM

Wow, just what the frak are you thinking!? Those Omni Mechs are not even customizable anymore with those armor, engine / masc restrictions. LONGER duration of lazors? The whole point was the clan lazors shot a shorter burst of higher damage...

Clan Streak SRM is not even a point in terms of balance since IS does not even have the higher Streak variants... If you must nerf them at least make them two volley's 3 then 3 not this silliness of 2,2,2.

The whole point of the OMNI mech is any weapon module in ANY location. Not this set of locked weapon type/slots you can cut and paste to any location. It's supposed to be any weapon any type of weapon any amount as long as crits and weight allows.

This is just super lame.

#1538 lancetech

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Posted 28 December 2013 - 07:42 AM

Thank you for this article. Deleted the game. finally.

#1539 delelion

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Posted 28 December 2013 - 10:16 AM

Wow 78 pages already.... Not going to flip through to see if this is already said, but I don't like the approach of trying to shoehorn clan tech into being in balance with current weaponry.

I would rather see 'balance' achieved within the meta. Smaller units clan side, or even simply a lower tonnage limit. Less units, less tonnage, better machines. Done. Simple.

Edit for a very specific example: 12 sphere 'mechs vs 10 or even 8 clanners. You don't even need UI 2.0 or CW for this level of balance. =)

Edited by delelion, 28 December 2013 - 10:21 AM.


#1540 Victor Morson

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Posted 28 December 2013 - 12:29 PM

View Postdelelion, on 28 December 2013 - 10:16 AM, said:

Wow 78 pages already....


Since all three of the top threads are having more or less the same conversation in this sub-forum, it's closer to 500 pages of people saying the exact same thing.

Of course, PGI hasn't responded, and when they do it will sound exactly like the South Park BP Oil "We're sorry" sketch, followed by Russ claiming what a success all this was.

View Postdelelion, on 28 December 2013 - 10:16 AM, said:

Wow 78 pages already.... Not going to flip through to see if this is already said, but I don't like the approach of trying to shoehorn clan tech into being in balance with current weaponry.

I would rather see 'balance' achieved within the meta. Smaller units clan side, or even simply a lower tonnage limit. Less units, less tonnage, better machines. Done. Simple.

Edit for a very specific example: 12 sphere 'mechs vs 10 or even 8 clanners. You don't even need UI 2.0 or CW for this level of balance. =)


Literally this is what everyone wanted. Two factions with a different play style, balanced by numbers, tonnage or BV.

The thing I didn't want the most, personally: Just handing Clan tech to everybody open season style.

They wouldn't have to butcher the Clans if they did it the way everyone wanted, but PGI is all about doing the thing nobody wants.....

Wait that gives me an idea. Quick, let's make a poll FOR 3PV, and give it a 90% approval rating. Paul'll rip it out tomorrow!





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